Here is a way that I would frame the arrangement of 5e as an action resolution engine and its implications upon play:
* Imagine a PBtA game. Lets take Dungeon World.
* Remove the imposed, table-facing, bell-curve producing spread of results (no 6-, no 7-9, no 10+). In its place have the GM decide the spread of results on any given move and leave it up to them how this spread is informed (genre logic...process logic...who is the baseline...everyday people...adventurers...adventurers of the level of the party?). Now leave it up to the GM if those spread of results are table-facing or GM-facing.
* Remove the Soft Move (make a threat) and Hard Move (and follow through) as explicit, encoded, principally-informed moves of proper GMing (the when, the why, the how) that gives structure/constraint to the GM's efforts.
* Remove the Follow the Rules and Play to Find Out tenants of the GMing agenda and replace them with Interpret the Rules and Decide When to Abide/Change/Ignore Them because Your Job as Lead Storyteller is to Make An Interesting Story and Memorable Experience Happen.
It should be abundantly clear that (a) Dungeon World would go from being a homogenously structured and played experience to a heterogenous one (across the distribution of all tables), (b) the GM signal on the trajectory of play would be increased, and the downstream effect would be that (c) the actual experience of play would be fundamentally altered.
That doesn't make play better or worse...but it does make it significantly different in terms of play priorities and in the actual experience of the play (by all participants) itself.